Economic, Forum, and Network Data from Glitch, a casual Flash-based Freemium MMO
Dear all, In October 2011, I began collecting economic data from the online game Glitch using its API; I continued collecting up through its closure in December 2012. Over the course of its short life the game maintained a passionate user base and made several unconventional design choices. (My interest was initially piqued because the quite casual game uses a skill training method similar to that of EVE Online, a hardcore MMO.) Having cleared it with Tiny Speck, I am releasing my data for download by people interesting in studying Glitch and/or the behaviors of virtual economies. The data comprises: * A record of auctions from between November 17, 2011 and December 10, 2012. * A record of all sales via in-game storage display boxes from between September 9, 2012, and December 9, 2012. * A scrape of the game's forums (raw HTML) * Digests of the forums * A network of explicit friendships between players * DyNetML networks generated from forum digests and friendship networks. (DyNetML is an XML-based format that is used by the ORA network analysis tool.) I've also published a tech report describing the data and game in more detail through the Institute of Software Research at Carnegie Mellon. More details about all of this are available at http://www.doeverythingforever.com/projects/the-glitch-dataset/ If you think that using this data can help further your research, please download a copy and give the tech report a read. Best, pml
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Pete[r] Landwehr